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Dynamic difficulty adjustment (DDA) in computer games: A review
M Zohaib - Advances in Human‐Computer Interaction, 2018 - Wiley Online Library
Dynamic difficulty adjustment (DDA) is a method of automatically modifying a game's
features, behaviors, and scenarios in real‐time, depending on the player's skill, so that the …
features, behaviors, and scenarios in real‐time, depending on the player's skill, so that the …
Search-based procedural content generation: A taxonomy and survey
The focus of this survey is on research in applying evolutionary and other metaheuristic
search algorithms to automatically generating content for games, both digital and nondigital …
search algorithms to automatically generating content for games, both digital and nondigital …
The mario ai benchmark and competitions
This paper describes the Mario AI benchmark, a game-based benchmark for reinforcement
learning algorithms and game AI techniques developed by the authors. The benchmark is …
learning algorithms and game AI techniques developed by the authors. The benchmark is …
Experience-driven PCG via reinforcement learning: A Super Mario Bros study
We introduce a procedural content generation (PCG) framework at the intersections of
experience-driven PCG and PCG via reinforcement learning, named ED (PCG) RL, EDRL in …
experience-driven PCG and PCG via reinforcement learning, named ED (PCG) RL, EDRL in …
Tanagra: Reactive planning and constraint solving for mixed-initiative level design
Tanagra is a mixed-initiative tool for level design, allowing a human and a computer to work
together to produce a level for a 2-D platformer. An underlying, reactive level generator …
together to produce a level for a 2-D platformer. An underlying, reactive level generator …
Virtual reality racket sports: Virtual drills for exercise and training
We have developed a modular virtual reality gaming application that can be used to
synthesize exercise drills for racket sports. By defining cost terms that are related to the …
synthesize exercise drills for racket sports. By defining cost terms that are related to the …
Launchpad: A rhythm-based level generator for 2-d platformers
Launchpad is an autonomous level generator that is based on a formal model of 2-D
platformer level design. Levels are built out of small segments called “rhythm groups,” which …
platformer level design. Levels are built out of small segments called “rhythm groups,” which …
Deep learning-based goal recognition in open-ended digital games
While many open-ended digital games feature non-linear storylines and multiple solution
paths, it is challenging for game developers to create effective game experiences in these …
paths, it is challenging for game developers to create effective game experiences in these …
An inclusive view of player modeling
" Player modeling" is a loose concept. It can equally apply to everything from a predictive
model of player actions resulting from machine learning to a designer's description of a …
model of player actions resulting from machine learning to a designer's description of a …
Goal recognition with Markov logic networks for player-adaptive games
Goal recognition is the task of inferring users' goals from sequences of observed actions. By
enabling player-adaptive digital games to dynamically adjust their behavior in concert with …
enabling player-adaptive digital games to dynamically adjust their behavior in concert with …